Teams
Team assignment, secrecy, archetypes, and Cult recruitment.
Teams
Assignment and secrecy
At Turn 0, the Host announces team names and sizes publicly. Who's on which team stays secret. Your private briefing tells you your team and role, nothing more. You don't know who your teammates are.
Finding your allies is a social problem. Talk to people, test their claims, watch how they react when you punch them. Anyone can claim any team. Verification comes from consistency, shared information, and sometimes just gut feeling.
Do not share Host messages word-for-word. You can paraphrase what the Host told you, but copying the message directly is against the rules. Asking others to share their Host messages as "proof" may get you removed from the game.
Team types
Team of 4 (Standard)
Normal players with 10 Advantage Points each. One member might secretly be the Mercenary, who must also eliminate their own teammates to win. You won't know if your team has one until it's too late (or until you figure it out).
Team of 3
Includes a Veteran (25 Advantage Points) to compensate for having one fewer member. No Mercenary on this team.
Cult (Team of 2)
The weakest starting position, but with a unique advantage: recruitment. Both Cultists know each other from the start and can coordinate immediately.
Solo (The Psychopath)
One player against everyone. The most powerful individual in the game, with 50 Advantage Points and the ability to repeat actions without cooldown restrictions. Everyone will want you dead as soon as they figure out who you are.
Cult recruitment
Every floor(N/4) turns, the Cult leader can recruit one new player into the Cult. Restrictions:
- The target must be in the leader's tile at the start of the turn.
- Mercenaries, Veterans, and Psychopaths can't be recruited.
- Recruits lose all their Advantage Points at the end of the recruitment turn.
- Recruits stay on their original team too. They score points for both teams and choose which to support if there's a conflict.
- Recruits can't attack or push the Cult leader without the leader's consent.
Only the Cult leader can recruit. If the leader dies, they can delegate leadership to another Cult member.
Recruited players might not actually want the Cult to win. Think carefully about who you bring in, and whether they'll cause more problems than they solve. Recruiting an entire original team avoids this issue.
Team group chats
Creating a team group chat that includes the Host is not allowed while the Cult and the Mercenary are still active, unless the entire team has been recruited by the Cult.